These magic items are unique to Lizardmen armies. These can be purchased by models within a Lizardmen army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | * | - |
Notes: No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
As light as a dagger, this curved blade invigorates its wielder with the power of the sun.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast.
Ranged:
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
12" | 4 | -3 | - |
Combat:
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | - | - |
Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Magic Armour
Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster.
The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
The hide of a Cold One exudes a toxic slime that dulls the wearer's mind.
May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
Talismans
This ancient token of protection wards off attacks, causing enemies to fumble their blows.
The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura.
Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.
Magic Standards
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek.
A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones.
A unit carrying the Totem of Prophecy gains the Fear special rule.
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity.
When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
Enchanted Items
When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air.
Skink Heroes whose troop type is infantry only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal.
All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules.
Note that this only applies to non-magical weapons and does not apply to a model's mount (should it have one).
Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One.
This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character's mount loses the Stupidity special rule and has Movement characteristic of 8.
Arcane Items
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic.
Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all remains in play spells currently in play are dispelled, including spells cast by friendly Wizards.
The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs.
Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.